Paid to DM - huge group!

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Dom1

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Sep 3, 2010
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Hi guys.

I'm a teacher in a UK boarding school and part of my job involves running extra-curricular activities for the students. This year, amazingly, I've been able to persuade the Head to let me run a D&D 2e campaign once a week. I'm incredibly lucky, and really looking forward to getting things up and running - I'm intending to place the students in a medieval version of the area around the school, in the months leading up to an orc invasion.

However - and this is where I need some help - I've never DMed before, and I have a lot of players. 13 came along to roll up a character last week, and 2 more have spoken to me since, so I'm looking at up to 15 PCs.

Am I completely mad to think this is doable? I'll be streamlining the rules a little - no initiative or weapon speed, and limited equipment to start with. Do any of you experienced DMs have any tips for me?
 

supergood15

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Apr 27, 2008
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im gonna be honest as a first time dm, running 5 PCs was hard as hell for me, i was a n avid player and decided to dm, it was rough. With 15 players, youre gonna have a hard time not only doing things based in the game but also with keeping everyone focused, keeping everyone from getting bored, making sure everyone gets the same ammount of attention, dividing rewards/experience, teaching new players, etc. Encounters will have to be on a huge proportion everytime and i doubt that you'll be able to finish even a module within a week. so i say split the group up for different days of the week, or have some way of thinning out the crowd.
 

Nightmonger

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Jul 1, 2010
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I would say split it into different sessions because controlling that many pc's will be a nightmare a massive nightmare. Also normal DND combat takes say maybe 90mins with 4 players imagine how long it will take with that number with everyone planning out there moves and thinking time also the players will become bored when it is not their turn its not so bad waiting for 3 others to do there turns but 12 others would be a long wait

So my advice would be to split it up into say 3 smaller games maybe have them all doing different parts of the same quests or somesuch and only do the mammoth games occasionally (e.g boss fights) because it will drive you up the friggin wall

If you do decide to run the 10+ players game good luck you are a braver person than I.
 

Kross

World Breaker
Sep 27, 2004
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You may want to look into getting one or two other people to help you DM by splitting up the group. I haven't had much experience with it, but I have heard stories of people running single sessions with multiple DMs (usually at conventions).

The secondary DMs can help run the fights or split off smaller groups during those times when you wouldn't normally split the party. They can also help with rules questions and such while you do something else.

Edit: If you have the ability to run smaller groups, 4-6 people is probably the sweet spot for manageable players/speed.
 

VoidWanderer

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Sep 17, 2011
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I agree with supergood15. Though, admittedly I am surprised by it being 2nd edition. 3 and 3.5 are much easier, at least they are for me. Heck I'd even consider (suppresses shudder) 4th ed.

But yeah, split the group or the combat will literally take months.

You can run them through the same adventure to make it easier, but you will still need a lot of notes.

Good Luck. You will need it.
 

AgentBJ09

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May 24, 2010
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For 15 people, you should ask around for another person to Co-DM with you. 15 players is a massive game for D&D, but indeed doable under the right circumstances. However, if you are a teacher who is used to having a class that size, you can probably do well by yourself. Just be prepared for lots of questions about actions, tactics, characters, ect.

That said, I have one suggestion that has helped me in the past. In some of my old World of Darkness games, I used Prologues for my characters to help orient them to the game before the actual game started. Since you have a group this size, I would recommend doing this with them for maybe an hour, just to be sure they understand what you're doing. It will help you get some questions out of the way before the game truly begins.
 

Dom1

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Sep 3, 2010
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I know it's going to take an age - unfortunately I only have one session available per week, and the school tends to let the kids opt for whatever they like. So if I refuse to take more than six kids, I'm going to be compared unfavourably with cookery or dance club.

Is it bad that part of me doesn't mind if it's boring because a few might drop out and make my life easier?
 

Nightmonger

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Jul 1, 2010
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Dom1 said:
I know it's going to take an age - unfortunately I only have one session available per week, and the school tends to let the kids opt for whatever they like. So if I refuse to take more than six kids, I'm going to be compared unfavourably with cookery or dance club.

Is it bad that part of me doesn't mind if it's boring because a few might drop out and make my life easier?
If this is the case I would suggest still spliting it and doing sessions on different weeks so one group is on one week then the other group the next as if you only have one session you and your players will get a hell of a lot more story and combat into that session if there are less of them per group also see if there are students that pick up the rules fast and fast track them into Dming games thus spreading the DND VIRUS MUHAHAHAHA erm yes well good luck :p
 

supergood15

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Apr 27, 2008
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just make the first session realllllllllyyyyyy bad, and then when all but the dedicated few drop out, tell them of your devious intentions and then give the real deal. Also, you would probably wanna go with 3rd or 3.5 edition instead. its very easy for noobs and can allow for alot of flexibility later in your campaign.
 

Draithx

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Jul 8, 2009
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If you can't split the players up in different groups, your best bet would be to get 1 or 2 of the players to co-DM with you. If you rotate the players who have to DM between each adventure and still let them share in the loot and exp it should be fine.
 

Dom1

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Sep 3, 2010
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I like the idea of splitting over different weeks - I might do that once I've run through the introductory module. I'm also intending to open the activity out to geekery in general - giving kids a space to paint WH40K figures or hook up LAN games or something.

And yes, 2e, purely because it's all I've ever played and I own the books for it. I figure as long as I know the system well, we'll be ok.

Plus a couple of colleagues have volunteered to be occasional visiting princesses / merchants / orc chieftains.
 

Folio

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Jun 11, 2010
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15 at once? O_O *Head explodes*

Put it into proportions of 3 groups of 5 people. You don't need a different story for every group, but if you don't want others to tell what is going to happen, do take different stories. Just look for 2e published adventures because: you can't write for 15 different playstyles and tastes.

If you HAVE to do 15 at once, look for a way to create an adventure for mass scale. Small groups are good for espionage missions with stealth and talking your way out.

Large groups are good for grand battles on a large battlefield or protecting a fortress or whatnot.

tips from the pros: when you don't know what to do: Wing it. Make it up and go with it, don't run through the pages for rules, make something up and correct it later.

And last my golden tip: Playes will always, I repeat: ALWAYS do something unexpected.
No, really... ALWAYS.

So be ready when one person managed to get a possé of goblin minions. Just sayin'... >_>
 

Dom1

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Sep 3, 2010
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I think being their teacher will help me out a lot. They're used to going along with what they're told, and I'm *ahem* used to winging it in the classroom.

And my plans are looking pretty epic. We're going to be building up the school site from a fairly run-down manor house to a huge fortress at the centre of the war effort. Eventually, once they've rescued the lord's daughter from those bandits...
 

d43dr34m3r

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Sep 28, 2010
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Yeah, I ran a few games on 4e and even with the streamlined nature of it and only 4 PCs combat could take upwards of 2 hours for the larger fights. If your players are like mine, and want to think of the most ridiculous ways possible to accomplish their goals, it could be even worse. Split it up into at least 3 groups of 5, but keep them connected by having them fight against the same antagonists, with npcs referencing the other groups or even competitions between them (i.e. whoever gets through the enemy temple's guardians and traps to recover the holy artifact first gets their pick of the high priest's treasury) where the games are being run simultaneously by you and another DM. Then the climax of the campaign can be a massive encounter with the big bad and the mini-bosses he's been using to fight the PCs going up against everyone, possibly split again in some way so you don't have to DM the whole thing solo. If you can't find any other faculty interested in helping you run the game, see if any of the kids would be interested in learning how to DM.
 

sir.rutthed

Stormfather take you!
Nov 10, 2009
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There's no way to run that many players and have it all come out to everyone's satisfaction. I suggest you split it up into at least 2 groups, 3 would be best. Maybe have paralell stories for them, or have them all do the same story but change it to their needs as they make different decisions.
 

xvbones

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Oct 29, 2009
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Dom1 said:
Hi guys.

I'm a teacher in a UK boarding school and part of my job involves running extra-curricular activities for the students. This year, amazingly, I've been able to persuade the Head to let me run a D&D 2e campaign once a week. I'm incredibly lucky, and really looking forward to getting things up and running - I'm intending to place the students in a medieval version of the area around the school, in the months leading up to an orc invasion.

However - and this is where I need some help - I've never DMed before, and I have a lot of players. 13 came along to roll up a character last week, and 2 more have spoken to me since, so I'm looking at up to 15 PCs.

Am I completely mad to think this is doable? I'll be streamlining the rules a little - no initiative or weapon speed, and limited equipment to start with. Do any of you experienced DMs have any tips for me?
For god's sake, split it into three groups optimal, but at LEAST 2 groups or you will lose your fucking mind.

BE FLEXIBLE. You'll want to have a lot of prepared material for them to go through, but EVERY EVERY PLAN DIES. They'll improvise. You'll want to send them to a city, they will wind up exploring the countryside. You'll have one guy you've written three pages of dialogue for that you want them to talk to, they'll kill him as soon as they enter the room and then rob him blind.

BE FLEXIBLE. Be prepared to think on your feet and be prepared, seriously no lie for realsies, for at least one but as many as ALL of the PCs deliberately or accidentally fucking up every single one of your plans.

You'll be tempted to 'railroad' your group - that is, 'put the story on rails', as in forcing your players to follow the story you have written via unbreakable plot shackles ("I leave the Inn and go down the street." "You start to leave the Inn but a MYSTICAL FORCE/ASSASSIN/BURLY MAN/GRAPEFRUIT SEIZES YOU AND PUTS YOU BACK IN THE INN! Looks like you aren't fucking finished in here yet, doesn't it? DOESN'T IT?") resist this temptation, it's not fun for anyone. Let things happen as they may and prepare yourself for variables.

At the same time, don't let them push you around. You are the DM which means you are literally God. You can alter time and space to punish them. If they keep fucking up your carefully laid plans, start putting boobytraps in them.
For example, the guy you want them to talk to for whom you have written three pages of dialogue, yes? They come in and go LOL BACKSTAB and then you go LOL SIX HEAVILY ARMED SECURITY GUARDS BURST INTO THE ROOM ROLL INITIATIVE.
There is nothing like DIRE CONSEQUENCE to get a PC to start actually thinking before he starts with the looting and immolating.

Keep focused and keep relaxed. Deep deep breaths. All you are doing is telling an interactive story, stories are best told in calm, clear voices. Keep that in mind. Calm, clear voice and absolute authority.
The best DMs roll with every punch, always have backup plans and rule their PCs with velvet-coated iron fists, not too cruel but not too soft.

BE FLEXIBLE. If I mentioned being flexible. Did i mention being flexible?

Because do that.
 

Bad Jim

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Nov 1, 2010
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Enlist the help of several friends/students to act as DMs. A D&D group of 15 is ridiculous, especially if you only have an hour or so per week. You really need to split everyone up into smaller gaming groups. Four groups of four ( three players, one GM ) would be best IMO. The smaller the skirmishes, the quicker the game goes.

xvbones said:
You'll be tempted to 'railroad' your group - ~snip~ resist this temptation,
I second this. Remember the main advantage of roleplaying games is being able to explore a world and do what you want. Other entertainment doesn't do that. You can enjoy linear plots through many forms of media. Computer games give you freedom in somewhat abstract worlds. But only roleplaying lets you wander around a pseudo medieval world where people behave in a somewhat realistic manner and everything stays believable.